Progression
Talent Trees
Field Name | Function |
---|---|
Nodes Per Tier | This field defines how many nodes (slots) there can be per tier in a talent tree. |
You have a "Warrior" Talent Tree with 10 tiers and the "Nodes Per Tier" is set to 5.
This means you can add 5 nodes and set them to tier 1, then you can add another 5 nodes however those have to be set to tier 2, then the next 5 nodes will have to be set to tier 3 etc.
You can define however many Nodes Per Tier you want, however keep in mind a tier can never have more nodes than the amount you define here.
Nodes are abilities/bonuses/resources/recipes
Talent Tree Tiers are the horizontal rows. These rows are automatically generated based on how many tiers you defined in the "Tier Amount" on the talent tree entry.
Following the example from above this would mean the "Warrior" Talent Tree can have 10 horizontal rows and each of these rows can hold 5 nodes, these nodes will appear vertically (downward).
For example you made a Cleave ability, you assign it to tier 2 slot 3, this means the cleave ability will appear in the 2nd row (left to right) then in the 3rd slot downward.
Learn more about Talent Trees here
Level Up
Field Name | Function |
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Character Level Effect | In this field you can define a prefab with a particle system (visual effect) that will play whenever the character levels up. |
Skill Level Effect | In this field you can define a prefab with a particle system (visual effect) that will play whenever a skill levels up (for example alchemy). |
Weapon Level Effect | In this field you can define a prefab with a particle system (visual effect) that will play whenever a weapon template levels up. |